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At the end of last session, Gungram was last set to:
Healing Bullets
Has 1 bruise and is fatigued. 2 determination spent

Personal Wealth: +6Last purchase: Helping Akane buy explosives
Emma will scrape up 1 wealth a week until back to 8.

Character Sheet:

Sent from the heavens for a holy mission, with her divine weapon, Gungram and enough ammunition to level a small nation, on a mission of righteous justice!

Then, she hit her head, not one to waste time lying down, she got back up to do her job …Wherever that specifically was. It couldn't be that important or hard to find. Until she does remember who she had to kill… or save, or whatever the hell it was, it's not like its urgent or anything, she's fallen in with a gang militia of her whimsical and inconsistent interpretation of justice! Or the party, as they probably prefer to call themselves. With them at her command, she can finally right all the wrongs of the land, and she gets paid for it too, which is awesome. They don't pay you for doing what you were supposed to be doing in the first place at her old home.

Ability Scores: 20 PP

—

Str

Dex

Con

Int

Wis

Cha

Score:

10

14

14

12

14

16

Bonus:

+0

+2

+2

+1

+2

+3

Saves and Combat: 40 PP

Toughness

Fortitude

Reflex

Will

Attack

Grapple

Defense

Initiative

+6~/+8

+6

+5~/+7

+7

+7/+9*

7 +Size Mod

18/14***

+2

* Gungram attacks are +9 because of Attack Specialization~ When Emma cannot move for some reason, she uses the lower toughness and reflex due to defensive roll.
*** Without Dodge bonus.

Feats: 22 PP

Attack Specialization: Gungram+2 to attacks with Gungram, worked into math.

Attractive:+4 to Bluff and Diplomacy for anyone attracted to females.

Bullet Time 3:May spend a hero point when surging to gain one additional standard action, only one additional attack is possible.

Defensive Roll 2:+2 Toughness (or reflex against area attacks) as long as she can move.

Determination 3:3 Improve Roll attempts a session.

Determined Recovery 2:2 Recovery check attempts a session.

Dodge Focus:+1 to Defense, already worked into math.

Fearless:Immune to Fear Effects.

Improvisation:Able to be used to remove the fatigue from a power stunt

Inspire:With a bull action and a hero point, Emma can shout +1 on all attacks, saves and checks out of up to 3 allies for one round.

Last Stand:Spend a hero point to ignore all penalties from damage for one round.

Move-By Action:Emma can take a standard action in the middle of a move action and then continue moving again.

Precise Shot 2:No penalty for shooting into melee, anything less then total cover or the Elusive Target feat

Ranged Pin:May pin an target to a nearby solid object from a distance

Second Wind 1:able to remove the fatigue status for things except by power stunts

Possessions:
Gungram
Thousands of bullets for Gungram
Comfortably fitting dress that's got acid holes in it
Very, very low cut waitress uniform, little loose
Large and ridiculously frilly dress
Schoolgirl Outfit, totally slimeproof.
A chainmail bikini top.
Ophanim Themed Sling Bikini
Roughly a dozen poor pet explosion beetles, no longer including Trinity
The beetle Gadget on hand.
A shiny new 'halo' that looks suspiciously like a magical circuit, but it's not, its an entirely naturally developed asset, complete with guest.Moral license to always be in the right, even in contradictionsDominance over a kingdom of rats and zombies

Gungram can fire vigilant justice in the form of armor piercing elementally charged bullets that can hit almost anything, from incorporeal targets to people around corners, and even hit three different people with the same bullet sometimes. Emma can change the elemental charge as a free action once per a round.

Alternate Powers:

Binding Shots

Paralyze 8

Extras: Ranged, Contagious

DC 18 Will, 80 ft range

2/r +2/r ex X8 = 32pp

Magical spells can bind any groups of targets, slowing them down, dulling their reflexes or even freezing them where they stand, works wonders on whole groups of victims in close proximity. Inflicts -1 on attacks, defense, reflex and half speed, a second attack or a failiure by 5 or more fully paralyzes them. A will save with a cumulative +1 bonus each turn overpowers this.

Heaven Salvo

Dazzle 8 (2/r, Visual)

Extras: Area: Explosion, Selective

DC 18 Reflex/Fort, 80 ft range, 80 ft explosion

2/r + 2/r ex X8 = 32pp

Brings the glorious light of the heavens to the eyes of everyone, causing potentially permanent retinal damage in the process. She normally warns her allies to close their eyes as she fires. Causes enemies to take a DC 16 reflex save to avoid blindness, until they make a DC 16 fort save.

Hyper Beam

Blast 8

Extras: Autofire 2, Area: Line (Targeted)

DC 23+ Tough, 5x200 ft line

Flaw: Distracting

2/r + 2/r ex -1/r fl X7 = 32pp

Obliterating all that stand in the way, Hyper Beam leaves the enemies, land and normally objectives scarred for a long time. Roll one attack, all targets defense is compared to the attack. Inflicts 6 damage, +1 for every 1 rolled over the target's defense to a max of +5. The recoil is a bit of a bitch.

Life Bullets

Heal 9

Feats: Persistent, ResDelay

Extras: Resurrection, Total

Flaw: Distracting

+9 on heal checks, 35 minute resurrection time limit

2/r + 2/r ex -1/r fl X9 +2 fe = 2pp

Emma can also shoot allies with blessed bullets of healing. Contrary to all logic, these blasts are so powerful they can even revive the recently dead. They still sting though, and Emma tends to get distracted by delivering rapidfire healing as 'it should work faster!' Gives an immediate healing check with a +7 bonus, each 5 over the target heals another wound, if the dead target makes a DC 20 fort check, they come back to life.

Gungram Assault

Strike 7

Feats: Knockback 2, Sedation

Extras: Autofire 2

DC 22+ toughness, +1 for every 1 rolled over the target's defense, knocks back as if rank 9

1/r + 2/r ex X7 +3 fe = 24pp

Emma has made another wonderful discovery for her holy item. It's made of hard metal, things faces aren't. With a divine fury, she beats her opponents mercilessly, knock them far away, or simply into unconsciousness. Or all three at once, as she normally picks.

Emma's managed to acquire a dozen blister beetles, they have explosive powder she lovingly milks out of their wings every morning, and keeps them well fed on smelly yellow grass, loaded into her bullets, they make… impressive explosions. The fine Dwarven made shells fly further then normal, making this almost a sniping weapon. They have no recoil problems when shot, but Emma has a tendency to get lost in the pretty explosions when she shoots, loosing track of her surroundings. Allies are not immune to its effects, but hopefully they'll hear her maniacal laughter and know to start ducking and rolling.

Gender Changing Bullets

Transform 8 (Living things to the opposite gender)

Feat: Reversible

Extra: Duration (Continuous) (+1)

Flaw: Distracting

DC 18 fortitude save, if failed, the enemy will be embarrassed.

4/r - 1/r fl + 1/r ex x8 +1 fe = 33pp

Emma has now crafted a new and terrible weapon, to spread fear amongst all her enemies. Not that they're the only ones that'll be shot with these, not by a long shot. Once used, Emma can't help but stare at her victims, checking how effectively her handiwork paid off.

After finally having built up a stock of healing bullets again, Emma decided she liked experimenting with explosive bullets she's tried again. If doesn't discriminate between friends and enemies or force enough healing on its victims to bring them back from the dead, but its very large and refreshing.

Healing Hyperbeam

Heal 8

Flaw: Distracting

Extra: Total, Affects Objects, Area (Line)

+8 heal check, Every 5 points over the DC recovers another wound, affects objects and the environment too

2/r + 3/r ex - r/1 fl x8 = 32pp

In her experimentations, Emma also has messed with a few hyperbeam bullets. These, combined with the normal power packed behind them, heal the hell out of anyone in their way. It even backs so much healing into objects that it will repair the environment in its way and fix things that normally can't be healed.

Temporary bullet ideas

List bullets here

4/r X6 +7 fe -1 dr = 31pp

Battle form:

Battle Form 5

Flaws: Full Action, Distracting

4/r - 2/r x5 = 10pp

Grants 25 power points for an alternate form that can be held for 5 rounds, and then needs 1 hour to recharge (Or 10 minutes with Trance, which Emma doesn't have.) It takes a full action to change. She's distracted while she changes due to the bother involved.

Anyone that this applies to and can see Emma use it must make a DC 18 Will or suffer the effects of stun. Emma loses dodge.

2/r + 3/r - 2/r x8 = 24pp

Due to the fact that some people, winged, celestial sharpshooters for example can't hit the broad side of an evil demonic barn, Emma's had the brilliant idea of using her bare holy radiance to distract enemies from petty things like dodging for their lives. By taking off her clothes and doing a few shameful poses, she can hopefully turn a few heads. She may only try and get the enemies attention or shoot in the round, not both, but even after the initial attempt, enemies may find themselves falling victim to it. Of course, while showing off, she's a far more predictable target.

Angel's Wings

Flight 3

Feat: Innate

Drawback: Power Loss 2 (Wings)

2/r + 1 fe = 5pp

Like any angel, Emma has majestic white feathered wings and can fly very fast, 440 feet a round, or 50 miles per an hour, but when being grappled, tied up or in cramped conditions, they're just annoying.

Graceful Shield

Protection 4

1/r x4 = 4pp

Several inches of tough magical feathers also make for a decent buffer to reduce the effects of attacks.

Angelic Grace

Immunity: Age

Feat: Innate

1 + 1 fe = 2pp

Angels are magical creatures that are made and do not change, (at least physically, mentally on the other hand…) Emma does not give her actual age, but seems to be stuck in an unchanging teenaged state.

Complications:

Mania Divine Purpose: Emma is a divine being sent for a purpose, what that specifically is, she forgets, but she approaches about every. Single. Task she's faced with that same determination, no matter what.

Little Boys: Emma knows the joys of pet ownership, her beloved 12 Blister Beetles, since they aren't, ("technically yet!"), fire they might get away with the guild rules. In Emma's demented mind, at least. Regardless, she loves her little destructive babies and will look after them, as best she can.

150/150 PP

Hero Points Remaining:

Strikeouts are spent, this is as best as I can recall.

* Starting 1

3 points used for rerolls from determination

2 points for purposes of removing fatigue, one for general and one for power power stunts

* 3 Fiat points* 1 point from a combination attack with Moe: Operation Regicide* 1 point from the fight with Kaliedo* 1 point from… Holy missions, and nothing else.* 1 point from helping a drunken Dee get home and a hung over Dee find a vampire to slay.

1pp from trying to quickly find a small heavy metal object lost under the water at the beach

Advanced to PL 6

1pp from a demonstration of righteous bartering with a conman for dangerous drugs and likely shoddy magical spells.

1pp from showing a token offering of her support of family values instead of something silly like hunting skeletons.

1pp from destroying underwater natural environments, probably causing immense damage that will take years to heal.

1pp from being the brave hero that stood her ground against immortal skeleton pirate kings of the universe instead of playing in the back room wrestling with a giant squid in melee.

1pp from showing those witches how to shoot with all those skillful shots that were supposed to barely miss. "Barely" being defined as five-ten metres

1pp from teaching the witches of their new place as attractive beaten antagonists, and fortunately having her friends survive their near self sacrifice to hold the vile shadow beast down while she blasted it. No one will tell her any different.

1pp from finishing off the poor socially awkward shadow monster and doing god knows what when bunking with Moe and Akane. (Whom she'll get the video of said events from as soon as she returns home)

1pp from attempting to set up a succubus with an unwilling innocent man, though he should be more loving to this demonic stranger who wants his immortal soul still. Jerk.

1pp from loosing a terrible sex obsessed evil being on the world, and giving some vile succubus freedom with a limiter she can just take off to continue her soul sucking ways.

1pp from meeting a fellow king of a small unwilling nation and plotting to implant diplomatic ties in his daughter.

5~ish pp from things I've forgot to list.

1pp from catching a certain frigid witch and holy artifact and nearly dying to minions.

Advance to PL 7

1pp from horrible traumatic memories, being ruined for marriage and helping the green knight get his bitchin' sweet steed.

1pp from bargaining skills regarding a house and dress.

1pp from getting completely crocked attempting to demonstrate her skills by shooting Aud, then stumbling into a strangers bed and waking up with him in the room.

1pp from robbing the client and then making a deal with a demon, and winding up in only her socks as a result of this. Also for learning the mimics are out to beat people up and lay eggs in them.

1pp from her excellent shooting, helping the count find his dream home and then forgetting to lock the door letting an assassin walk right in.

1pp from discovering Van as well as all of his supporters are clearly not interested in girls (and are thus abominations not that there's anything wrong with that) and eating the flesh of a sinner.

1pp from meeting up again with a certain magical encyclopedia, then dragging it out to the desert and purchasing a shiny new Halo.